Space Marine Battlebarge
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ORBITAL DEFENCE LASER PLATFORM TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Defence / 1 0cm - 1 6+ 2 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Lance Battery 30cm 2 All Around
ORBITAL TORPEDO LAUNCHER TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Defence / 1 0cm - 1 6+ 2 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Torpedoes Speed: 30cm 6 All Around
ORBITAL WEAPONS PLATFORM TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Defence / 1 0cm - 1 6+ 2 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Weapons Battery 60cm 6 All Around
TRANSPORT TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Escort / 1 15cm 45º 1 5+ 1 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Weapons Battery 15cm 2 Left / Front / Right
FIRE SHIP TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Escort / 1 15cm 45º 1 5+ 1 Note: The controlling player may detonate a Fire Ship at any point during its movement, inflicting D3 Fire! Critical Hits on every ship within 3D6cm. All affected Escorts and Ordnance are destroyed automatically. Place a Blast Marker where the Fire Ship was.
SYSTEM SHIP TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Escort / 1 15cm 45º 1 5+ 1 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Weapons Battery 30cm 3 Left / Front / Right
DEFENCE MONITOR TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Escort / 1 10cm 45º 2 6+ 2 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Weapons Battery 30cm 8 Left / Front / Right Lance Battery 30cm 1 Front
ESCORT CARRIER TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Escort / 1 15cm 45º 1 5+ 2 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Fighter: 30cm Launch Bays 2 Squadrons - Bomber: 20cm Weapons Battery 15cm 2 Left / Front / Right Note: Escort Carriers do not count as Transports. Escort Carriers may never launch Orbital Mines. They make Reload Ordnance checks at -1 Leadership.
Q SHIP TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Escort / 1 15cm 45º 2 5+ 2 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Weapons Battery 30cm 3 Left / Front / Right Lance Battery 30cm 1 Front Note: Q Ships are not declared as such during deployment, the owning player writes down which freighters are secretly Q Ships. The owning player may reveal it at any time, or must reveal it if it takes two hits, thereby revealing its two shields. If attacked by ordnance, a player may wish to hold back turrets to avoid revealing the Q ship. Q ships do not count as transports. ARMED FREIGHTER TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Escort / 1 15cm 45º 1 5+ 1 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Weapons Battery 30cm 3 Left / Front / Right Note: Armed Freighters count as ½ of a Transport. FAST CLIPPER TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Escort / 1 20cm 45º 1 5+ 1 Note: Fast Clippers count as ½ of a Transport, and add +5D6cm on All Ahead Full. HEAVY TRANSPORT TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Cruiser/6 15cm 45º 2 5+ 2 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Port Weapons Battery 15cm 3 Left Starboard Weapons Battery 15cm 3 Right Dorsal Weapons Battery 15cm 2 Left / Front / Right Note: Heavy Transports are worth 2 regular Transports. They provide 4 Assault Points per turn they are within 30cm of the planetary edge of the Low Orbit Table. If they are crippled, they count as 1 regular Transport and provide 2 Assault Points. They count as Cruisers and are destroyed if they move off the planetary edge. Repair Tender: For +50pts, a Heavy Transport may be upgraded into a Repair Tender. After each battle in a campaign in which the Repair Tender survives, the owning player receives +1 Renown or +2 Repair Points. Opposing players gain +1 renown for crippling a Repair Tender and +2 Renown for destroying it. Super Heavy Transport: For +50pts a Heavy Transport ay gain +4HP, and count as 3 transports, or 2 if crippled. This Super Heavy Transport must be mounted on a large flying base, and turns like a Battleship, but it’s profile is otherwise unchanged. ORBITAL DOCK TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Defence / 6 0cm - 2 5+ 3 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Weapons Battery 30cm 4 All Around Fighter: 30cm Launch Bays 4 Squadrons - Bomber: 20cm SPACE STATION TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Defence / 8 0cm - 2 5+ 4 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Weapons Battery 60cm 12 All Around Lance Battery 30cm 3 All Around Fighter: 30cm Launch Bays 4 Squadrons - Bomber: 20cm BLACKSTONE FORTRESS (Not Activated) TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Defence / 16 0cm - 6 5+ 6 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Weapons Battery 60cm 20 All Around Lance Battery 60cm 4 All Around Fighter: 30cm Launch Bays 8 Squadrons - Bomber: 20cm
Planetary Defences Critical Hits Table 2D6 Extra Damage Result 2-3 0 Lances Damaged: Lances may not fire until repaired. 4 0 Main Armament Damaged: Batteries may not fire until repaired. 5 0 Ordnance Bays Hit: No ordnance may fire until repaired. 6 +1 Reactors Damaged: Halve Shields and Turrets until repaired. 7 0 Fire! If not repaired, causes one additional damage and continues burning. Orbit Lost: The Defence falls D6cm toward the planet in each of its Movement Phases until repaired. If the defence 8-9 +1 touches the edge of the planet, it is destroyed. 10 0 Shields Collapsed: The Shields are reduced to 0. This cannot be repaired. 11 +D3 Hull Breach 12 +D6 Bulkhead Collapse DEFENCE LASER SILO TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Ground / 1 0cm - 0 6+ 0 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Lance Battery 60cm 3 Front
MISSILE SILO TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Ground / 1 0cm - 0 6+ 0 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Torpedoes Speed: 30cm 6 Front
AIR BASE TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Ground / 1 0cm - 0 6+ 0 ARMAMENT RANGE / SPEED FIREPOWER / STRENGTH FIRE ARC Fighter: 30cm Launch Bays 4 Squadrons - Bomber: 20cm
Planetary Defences Special Rules Gothic Sector Planetary Defences List 1) Planetary Defences may only attempt the Reload Ordnance and Brace for Impact special orders, for which they are This list is used by the Defender in missions that call for Defences, leadership 7. They may take leadership checks for other such as Planetary Assault or Exterminatus! Transports may only purposes such as target priority on the same leadership. be used in missions that call for them such as Convoy and 2) Stationary High Orbit Defences must be placed within the Planetary Assault, see scenario rules. You may spend any extra gravity well of a planet. points given in the scenario on items in this list. You may also 3) Low Orbit Defences must be placed along the ground edge of spend up to 1/3 of the points from your main fleet list. Tau, the Low Orbit Table. Low Orbit weaponry has a fire arc of Corsair and Craftworld Eldar, and Tyranids do not have access to 90º which is 45º to the left and right of a line drawn straight this list. up from the Defence. See illustration below. ORBITAL DEFENCES For missions that give a fleet a certain number of transports, no more than 1/3 of the transports in your fleet may be Heavy Transports, which count as 2 Transports. A fleet allowed 6 Transports could have 4 Transports and 1 Heavy Transport, or 8 ships that count as Half Transports, and a Heavy Transport, or any combination that gives 6 total transports. Orbital Defence Laser Platform 30pts Orbital Torpedo Launcher 30pts Orbital Weapons Platform 30pts Orbital Mine Ordnance Marker 5pts 4) Defences with 1 hit are removed if they suffer a critical effect. 0-2 Minefields 40pts Defences with more than 1 hit roll on a special critical table. Transport Free 5) For any ship that counts as ½ of a Transport, the ship gives 0-6 Fire Ships 10pts only one Assault Point. In Convoy scenarios, halves are System Ships 20pts rounded DOWN, so if only one half transport escapes, it is Defence Monitor 60pts rounded to zero. Escort Carrier 60pts 6) Orbital Defences with 1HP may be squadroned in groups of Q Ship 60pts up to 6. Larger Defences may be in squadrons of up to 4. Armed Freighter 20pts 7) Points in a scenario for Planetary Defences may only be spent Fast Clipper 20pts on Defences. However, you may spend additional points out Heavy Transport 40pts of your fleet allotment on Defences. Orbital Dock 90pts 8) Orbital Mines purchased with points from the list give victory Space Station 150pts points to the Attacker if removed in any way, even if they Blackstone Fortress (not activated) 400pts successfully attacked an enemy ship. 9) Ordnance on the Low Orbit Table may never leave the Low LOW ORBIT DEFENCES Orbit Table and go to the Main Table. 0-8 Defence Laser Silos 15pts 0-8 Missile Silos 5pts 0-4 Air Bases 20pts